Author Topic: Current balance of starships in exo waves?  (Read 20869 times)

Offline keith.lamothe

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Re: Current balance of starships in exo waves?
« Reply #90 on: March 24, 2013, 10:08:05 am »
On the munitions boosting thing, I don't see why starships should have a cap that the fleet ships don't, particularly considering that the fleet ships generally have a substantially higher base dps and bonus dps.

You may notice it more when it's starships getting the boost, but I assure you that 100 mkIV bombers get a lot scarier when they have a 2.3x boost or whatever.

Diazo, on the numbers, remember that the starships are now balanced basically as "half-caps": they cost less K to get, but a cap of them is roughly speaking only half as effective as a cap of comparable fleet ships.  In practice they're a little buffer than that, but a cap of mkI Zenith Starships (which is well, 1) vs a cap of mkI MLRS or whatever is going to come out lacking on the DPS comparison.  At least, iirc.

In other words I'd think starships would be closer to 96/cap than 192/cap, in their strength.

Of course, maybe it isn't that way ;)

One thing to remember is that, while DPS and health comparisons are useful here, the underlying question when figuring out "how many fighters should this equal" is "what's the largest number of fighters/bombers/etc I'd rather face than this one big unit?".  Sometimes health and dps doesn't tell that story due to hull bonuses, firing mechanics, etc.
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Offline thefreeaccount

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Re: Current balance of starships in exo waves?
« Reply #91 on: March 24, 2013, 05:20:40 pm »
Does anyone have any suggestions for dealing with "regular difficulty" (8/9) spire+golem+champion exowaves when your homeworld has a large number of connections? Before the starship patch, I could defend a 5~7 spoke connection homeworld using "forcefield pinch"/"forcefield pincer" traffic shaping and AoE. However, the starship change has introduced a larger number of "bouncy" enemy Spire forcefields, which seems to make the AI pathing when "pushing" against my forcefield wall somewhat random. Also, the increased durability of starships has prevented me from beaming them down before they finally "push through" and break any number of forcefields.

Am I just supposed to keep the Spire Ram equivalent of an exowave starship HP pool on hand. assuming that I can't defend both sides of every wormhole? I realize that these exowaves occur late into the game, so if that's just "brutal punishment" for taking too long, it's understandable.

Also, has anyone noticed an increased probability of exowave forces ending up in random "back woods" systems far from your homeworld?
« Last Edit: March 24, 2013, 05:30:05 pm by thefreeaccount »

Offline Faulty Logic

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Re: Current balance of starships in exo waves?
« Reply #92 on: March 24, 2013, 05:55:01 pm »
Quote
Does anyone have any suggestions for dealing with "regular difficulty" (8/9) spire+golem+champion [champs don't cause exos...] exowaves when your homeworld has a large number of connections?
Option 1: buy a black hole machine from the zenith trader (if enabled).
Option 2: more forcefields. Hardened are almost as good as normal.
Option 3: grav turrets mkIII all over your home system.
Option 4: have caps of penetrators/rams/shieldbearers/implosion artilleries on hand.
Option 5: if you don't already have riotsII, purchase them, for the mobile wormhole block and the tazing.
Option 6: Emp minefields.
Option 7: Use emp warheads on some exo groups, so you fight them sequentially instead of simultaneously.
Option 8: Artillery or Hive golems.
Option 9: Modular forts blockade wormholes pretty well, especially with shields III.

It really depends on your specific situation, though.

Welcome to the forums.
« Last Edit: March 24, 2013, 05:56:59 pm by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline keith.lamothe

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Re: Current balance of starships in exo waves?
« Reply #93 on: March 24, 2013, 09:10:21 pm »
Option 10: See sig?

And yes, welcome to the forums :)
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Offline Diazo

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Re: Current balance of starships in exo waves?
« Reply #94 on: March 25, 2013, 02:43:11 pm »
One thing to remember is that, while DPS and health comparisons are useful here, the underlying question when figuring out "how many fighters should this equal" is "what's the largest number of fighters/bombers/etc I'd rather face than this one big unit?".  Sometimes health and dps doesn't tell that story due to hull bonuses, firing mechanics, etc.

I know any calculation I can come up with is going to be off and that every ship will need adjustments after the calculation is done.

I'm trying to establish a baseline so that if the "baseline calc" says X and a person comes along going "this ship should be 10 times X", they'd better have a really good case backing them up as opposed to someone who goes "this ship should be 1.2 times X", they are probably in the ballpark and we can look at setting that ship's value to 1.2 times X.

If you don't have that baseline, you are going to have every person say that the ships RelativeStrength should be a different value and have no way of determining who's actually the closest to being correct and where to start the debate on that ship.

(This is really opinion and does not have a 'correct' answer, but we are trying to do the best we can here.)

Having said that, I'm still struggling to come up with some sort of baseline to use.

D.

Offline Jonz0rz

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Re: Current balance of starships in exo waves?
« Reply #95 on: March 25, 2013, 09:32:48 pm »
Let's see what happens if I expand on my previous idea (averaging hp and dps compared to a fighter).

I noticed that the table on page 1 has fighter stats being listed as 1/2 that of a mark 1 fighter. So that leaves me scratching my head a bit as to how accurate things will be if I use those numbers. So I'll just wing it and do my best using in-game stats.

My baseline is the fighter. Using In-Game stats, I calculate them as having 165,000 health and 1020 dps.

(condensed version with just strength ratings further down)

Flagship:
10,000,000 hp
30,000 dps
60 hp rating
29 dps rating
44 strength

Spire Starship:
24,000,000 hp
360,000 dps
145 hp rating
352 dps rating
248 strength

Zenith Starship:
36,000,000 hp
80,000 dps
218 hp rating
78 dps rating
148 strength

Plasma Siege:
10,000,000 hp
90,000 dps
60 hp rating
132 dps rating
96 strength

Heavy Bomber:
18,000,000 hp
150,000 dps
109 hp rating
147 dps rating
128 strength

Spirecraft Siege Tower:
4,000,000 hp
66,666 dps
24 hp rating
65 dps rating
45 strength

Spirecraft Implosion Artillery:
1,000,000 hp
50002 dps
6 hp rating
49 dps rating
27 strength

AI Spirecraft Shield Bearer:
14,000,000 hp
14,000 dps
84 hp rating
13 dps rating
48 strength

AI Regenerator Golem:
200,000,000 hp
300,000 dps
1212 hp rating
294 dps rating
753 strength

AI Artillery Golem:
50,000,000 hp
12,500,000 dps
303 hp rating
12254 dps rating
6278 strength

AI Black Widow Golem:
100,000,000 hp
1,750,000 dps
606 hp rating
1715 dps rating
1160 strength

AI Armored Golem:
250,000,000 hp
2,500,000 dps
1515 hp rating
2450 dps rating
1982 strength

Hunter Killer:
100,000,000 hp
4,333,333 dps
606 hp rating
4248 dps rating
2427 strength

Mothership:
800,000,000 hp
8,000,000 dps
4848 hp rating
7843 dps rating
6345 strength

Condensed Version:
Fighter: 1 Strength
Flagship: 44 Strength
Spire Starship: 248 Strength
Zenith Starship: 148 Strength
Plasma Siege Starship: 96 Strength
Heavy Bomber Starship: 128 Strength
Spirecraft Siege Tower: 45 Strength
Spirecraft Implosion Artillery: 27 Strength
AI Spirecraft Shield Bearer: 48 Strength
AI Regenerator Golem: 753 Strength
AI Artillery Golem: 6278 Strength
AI Black Widow Golem: 1160 Strength
AI Armored Golem: 1982 Strength
Hunter Killer: 2427 Strength
Mothership: 6345 Strength

Note:
- All ships are Mark I.
- Flagship doesn't take the attack boost into account.
- Spire Starship assumes a 3 second reload (2 seconds firing, followed by 1 second of reloading).
- Plasma Siege assumes single target damage.
- AI Spirecraft Shield Bearer and all Golem stats were taken from a new game vs a Crafty Spire and Golemite AI on diff 10 with full map reveal. The golem health values I came up with appear to be half of what's listed by keith on page 1, so they may need to be recalculated.
- Spirecraft Implosion Artillery assumes it will be hitting a 20,000,000 health target (basic FF health)
- H/K stats are from Toranth's post (which I assume are 100% accurate from in game).
- I didn't have in-game stats for the mothership, so I used what was on the list on page 1, which includes damage modifiers (if it has any). All other ships are base DPS.
- I truncated numbers, so they may be off a point or two
- For one or two of them, I multiplied out a previous one with a lower multiple of the same number, which may cause slightly more deviation, but not much, maybe 4-5 points at most

Things appear to be pretty decent so far, with only the artillery golem really sticking out. And that's just sticking out because it's not taking the massive overkill it causes into account, it doesn't really have that much dps unless it's attacking a Mk. III-IV Zenith SS, or a Golem, or if something from Fallen Spire has over 100m hp, and a couple more from Zenith Traders. But, then again, I've never faced one under AI control, maybe they really ARE that nasty  >D.

Offline TechSY730

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Re: Current balance of starships in exo waves?
« Reply #96 on: March 25, 2013, 09:37:49 pm »
@Jonz0rz

The half stats thing is due to global ship cap scaling. The internal stats are for the high cap scale, but the default stats for a new game is the normal cap scale, which has half the ship cap but double stats on each individual ship. (And yes, that can mess around with balance a bit, though from high to normal isn't a bad skew, but you can start to notice it on some of the lower cap stettings)



Speaking of which, the turret cap multiple of 8 thing was never finished, just a heads up

Offline keith.lamothe

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Re: Current balance of starships in exo waves?
« Reply #97 on: March 26, 2013, 11:34:23 am »
@JonzOrz:

Thanks for taking a stab at it :)

Given the various sources you're pulling from you may be getting a bit of apples-and-oranges due to different sources using different cap scales and/or different combat style settings (Epic has much lower dps for things than Normal).  If you want numbers from in-game you can use F1 to change the planetary summary (while in planet view) to display all ships of a given mark and just mouseover them for stats.  Alternatively you can use the export-balance-stats button on the Reference tab of the Stats screen to get the game to dump a spreadsheet of the units the reference tab is currently working with (just turn all the filters off before you export to get everything); the spreadsheet will be in the RuntimeData directory as a csv file (subsquent dumps get appended to the end, so don't assume the top chunk is the most recent one).

Also, are the DPS numbers for things like flagships their base dps, or their dps vs units they have a bonus against?  If it's just the non-bonus dps then yea, they're gonna stink compared to a spire or heavy bomber starship, etc which don't have bonuses at all.
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Offline Jonz0rz

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Re: Current balance of starships in exo waves?
« Reply #98 on: March 26, 2013, 09:23:59 pm »
@Tech and keith

Thanks a bunch. I'll keep that in mind if/when I make my next go at it.

Quote
Also, are the DPS numbers for things like flagships their base dps, or their dps vs units they have a bonus against?

I used base damages only, and here's why...
Quote
If it's just the non-bonus dps then yea, they're gonna stink compared to a spire or heavy bomber starship, etc which don't have bonuses at all.

If you assume it gets the damage bonus all the time, it will stink when it runs into something it doesn't get a bonus against. Heavy bomber and spire ships kill everything at the same rate regardless.

I suppose I could do an average damage bonus, and take all armor types into account. It would certainly be more accurate, but I'd need to look up more stuff.

Some questions:
- Does the cap level I'm calculating at matter? Or am I good as long as I pull everything from the same level?
- What's the max # of units that can be buffed by a single flagship? (I've zoomed in on large groups and seen only some of the nearby ships boosted, even with flagships right next to them)
- Does armor need to be taken into account?
- How does armor work, exactly?
« Last Edit: March 26, 2013, 09:28:14 pm by Jonz0rz »

Offline ZaneWolfe

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Re: Current balance of starships in exo waves?
« Reply #99 on: March 26, 2013, 10:24:43 pm »
Some questions:
- Does the cap level I'm calculating at matter? Or am I good as long as I pull everything from the same level?
- What's the max # of units that can be buffed by a single flagship? (I've zoomed in on large groups and seen only some of the nearby ships boosted, even with flagships right next to them)
- Does armor need to be taken into account?
- How does armor work, exactly?

I get to pretend I know what I am talking about. YAY.

1} As long as ALL the numbers were taken from the same cap level, probably not. Just remember that the cap size of the game (whether Very High or Very Low) affects EVERYTHING. HP, Damage, even armor and armor pen. (Though armor and pen might be hidden and appear to be the same. Cant remember right now.)

2} I have no idea, ask someone else. I do know that it's ironically less than even a Booster type fleetship of the same mark. Can we get that adjusted? I would think since there are so much fewer Flagships than Boosters (I think even at Very Low Caps a full set of Flagships MKI-MKV would be out numbered by just a full cap of MKI Boosters) that the Flagships would be allowed to boost more units overall since you cant cover as much area with them

3} No, because it varies from unit to unit, and from mark to mark. When factoring DPS, you only need to factor its damage, fire rate, and if you desire, bonuses. This is because its easy to figure out how much armor and pen will affect it, because...

4} Armor is a flat reduction. An attack doing 1000 damage against a target with 100 armor will do 900 damage. Penetration is also a flat factor. That same attack vs Armor 500, if the unit had 500 or more armor pen, will do its full 1000 damage. Penetration above the armor is ignored, no matter how much greater it is. The only part where it gets tricky is the 80% rule. No attack can be reduced by more than 80%, no matter how much more armor the target has. So, that same 1000 damage shot against a target with 1000 or more armor will always do at least 200 damage. As you can imagine, this makes high amounts of armor better against things that shoot a lot of little shots, as the armor factors in per shot, while less effective against something that just shoots one big shot. The other part, while not tricky, is something I do not know. Which factors first, Armor or Hull Bonus?

Offline keith.lamothe

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Re: Current balance of starships in exo waves?
« Reply #100 on: March 26, 2013, 10:36:21 pm »
Quote
If it's just the non-bonus dps then yea, they're gonna stink compared to a spire or heavy bomber starship, etc which don't have bonuses at all.

If you assume it gets the damage bonus all the time, it will stink when it runs into something it doesn't get a bonus against. Heavy bomber and spire ships kill everything at the same rate regardless.
But that's not true.  Spire dps varies widely based on the precise situation.  If relative movement is bad it does hardly any damage :)

For the Heavy Bomber, yea, that's more of a hits-anything-equally hard, but it's only recently regained the ability to target fleet ships.

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Offline Faulty Logic

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Re: Current balance of starships in exo waves?
« Reply #101 on: March 27, 2013, 11:35:04 am »
A few general exo observations:

In big battles, there is little difference between many small units and one big unit. In fact, I usually prefer to see one big unit.
Exos are gentle at high difficulty.
The H/K + SC shieldbearer build is by far the hardest.
They got significantly nastier with the starship changes.
Raid-led groups are terrifying.
Golems are the worst deal for the AI.
If warheads can't solve it, use more warheads.

Offline Hearteater

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Re: Current balance of starships in exo waves?
« Reply #102 on: March 27, 2013, 11:48:15 am »
An Armored Golem in the first Exo can be very tough to deal with though.  After that, I agree.

Offline keith.lamothe

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Re: Current balance of starships in exo waves?
« Reply #103 on: March 31, 2013, 02:26:23 am »
Here are two exo logs Cinth sent in recently, and I think they're fairly helpful in understanding the impact of the current cost structure for Exos.  Specifically that actual threat increases a lot more slowly in the upper reaches of budget size.

This is because the first one is from an exo that chose to dump all its points into a single battlegroup, thus compressing more points into fewer ships (the pop-cap on these is per-battlegroup, not for the whole thing), and the second chose to deploy as five separate battlegroups (against potentially 5 separate targets, perhaps).

Log 1:

Quote
3/28/2013 3:36:52 PM (6.015)
-----------------------------------
Populating EventAttackArmada, 1250208 total points; Game Time: 5:36:22

3/28/2013 3:36:52 PM (6.015)
-----------------------------------
BattleGroup of 1250208 Points
FGTypeSubTierTierCostEachCountTotalCostReferenceOnly_StrengthEachReferenceOnly_TotalStrengthExoCostToRelativeStrengthRatio
FighterHeavyDrone244968320.75
MissileShipLightCutter322648162.00
FighterIILightCutter3226416321.00
MissileShipIIMediumCutter4814816163.00
MLRSMediumCutter4814810.1110.114.75
BomberMediumCutter482968163.00
SpireGravityRipperHeavyCutter64212816322.00
CruiserHeavyCutter6416424242.67
MLRSIIHeavyCutter6416420.2120.213.17
SpireGravityRipperIILightCorvette128225632642.00
CruiserIVLightCorvette128112832324.00
BomberIIILightCorvette128112824245.33
BomberIVMediumCorvette192119232326.00
SpireGravityRipperIIIMediumCorvette192238448962.00
CoreBattleCruiserMediumCorvette192119240404.80
SpireGravityRipperIVHeavyCorvette256125664644.00
CoreMLRSHeavyCorvette256251250.53101.052.53
CoreBomberHeavyCorvette256125640406.40
CoreSpireGravityRipperLightFrigate647448805600.11
AIGuardianArtilleryMediumFrigate9619648482.00
AIGuardianSpiderMediumFrigate9619648482.00
AIGuardianLaserMediumFrigate9619648482.00
AIGuardianBeamMediumFrigate9619648482.00
AIGuardianArtilleryIIHeavyFrigate1286768965760.22
AIGuardianFlakIIHeavyFrigate1282256961920.67
AIGuardianRaiderIIHeavyFrigate1282256961920.67
LightStarshipHeavyFrigate1282256961920.67
AIGuardianLaserIIHeavyFrigate1282256961920.67
AIGuardianTractorIIHeavyFrigate1282256961920.67
AIGuardianBeamIIHeavyFrigate1282256961920.67
AIGuardianFlakIIILightDestroyer25612561441441.78
AIGuardianTractorIIILightDestroyer25612561441441.78
AIGuardianBeamIIILightDestroyer25612561441441.78
AIGuardianLaserIIILightDestroyer25612561441441.78
AIGuardianRaiderIIILightDestroyer25612561441441.78
AIGuardianSniperIIILightDestroyer25612561441441.78
AIGuardianSpiderVHeavyDestroyer512420482409600.53
ZenithStarshipIHeavyDestroyer512420481927680.67
FlagshipIVHeavyDestroyer512210243847680.67
AIGuardianLightningVHeavyDestroyer512210242404801.07
BomberStarshipIIHeavyDestroyer512210241923841.33
RiotControlStarshipIIHeavyDestroyer51221024961922.67
AIRaidStarshipIIILightCruiser1024330721925761.78
ZenithStarshipIILightCruiser1024110243843842.67
FlagshipVLightCruiser10243307248014400.71
BomberStarshipIIILightCruiser1024110242882883.56
SpireStarshipIILightCruiser1024110243843842.67
ZenithStarshipIVHeavyCruiser20484819276830720.67
SpirecraftSiegeTowerIIHeavyCruiser2048612288643845.33
AIRaidStarshipVHeavyCruiser2048240963206403.20
SpirecraftImplosionIIHeavyCruiser2048240966412816.00
AISpirecraftShieldBearerIIHeavyCruiser204824096489621.33
SpireStarshipVLightBattleship409652048096048000.85
AISpirecraftShieldBearerIIILightBattleship409614096969642.67
SpirecraftImplosionIIILightBattleship40962819214428814.22
SpirecraftSiegeTowerIIILightBattleship40961409614414428.44
AISpirecraftShieldBearerIVMediumBattleship614463686419211525.33
SpirecraftImplosionIVMediumBattleship61441614438438416.00
SpirecraftSiegeTowerIVMediumBattleship614453072038419203.20
SpirecraftImplosionVHeavyBattleship819286553696076801.07
SpirecraftSiegeTowerVHeavyBattleship819264915296057601.42
AISpirecraftShieldBearerVHeavyBattleship819286553648038402.13
RegeneratorGolemAIAdvancedLightDreadnought163844655362970118801.38
ArmoredGolemAIAdvancedLightDreadnought163844655362970118801.38
BlackWidowGolemAIAdvancedLightDreadnought16384349152297089101.84
ArtilleryGolemAIAdvancedLightDreadnought16384232768297059402.76
AIHunterKillerHeavyDreadnought32768722937699069304.73
AIHunterKillerIILightMauler6553631966083960118805.52
AIHunterKillerVLightPlanetoid2621441262144247502475010.59
Battlegroup actual budget spent: 1249760 on 171 ships (for reference that is 52916.84 strength).

Log 2:

Quote
3/28/2013 7:21:23 PM (6.015)
-----------------------------------
Populating EventAttackArmada, 1560576 total points; Game Time: 9:52:22

3/28/2013 7:21:23 PM (6.015)
-----------------------------------
BattleGroup of 312115 Points
FGTypeSubTierTierCostEachCountTotalCostReferenceOnly_StrengthEachReferenceOnly_TotalStrength
FighterHeavyDrone24496832
FighterIILightCutter323961648
MissileShipLightCutter3213288
MLRSMediumCutter4829610.1120.21
BomberMediumCutter4814888
FighterIIIMediumCutter481482424
CruiserHeavyCutter6421282448
SpireGravityRipperHeavyCutter641641616
MLRSIIHeavyCutter6416420.2120.21
CruiserIVLightCorvette12822563264
MLRSIIILightCorvette128112830.3230.32
BomberIIILightCorvette12811282424
CoreBattleCruiserMediumCorvette19223844080
MLRSIVMediumCorvette192119240.4240.42
SpireGravityRipperIIIMediumCorvette19211924848
CoreBomberHeavyCorvette25612564040
CoreMLRSHeavyCorvette256376850.53151.58
CoreSpireGravityRipperLightFrigate64319280240
AIGuardianRaiderMediumFrigate961964848
AIGuardianArtilleryMediumFrigate961964848
AIGuardianTractorMediumFrigate961964848
AIGuardianLightningIIHeavyFrigate128338496288
AIGuardianLaserIIHeavyFrigate128225696192
AIGuardianBeamIIHeavyFrigate128225696192
LightStarshipHeavyFrigate12811289696
AIGuardianFlakIIHeavyFrigate12811289696
AIGuardianArtilleryIIHeavyFrigate128225696192
AIGuardianRaiderIIHeavyFrigate12811289696
AIGuardianLaserIIILightDestroyer2562512144288
AIGuardianSpiderIIILightDestroyer2561256144144
AIGuardianSniperIIILightDestroyer2561256144144
AIGuardianTractorIIILightDestroyer2561256144144
AIGuardianFlakIIILightDestroyer2561256144144
AIGuardianSniperVHeavyDestroyer51242048240960
AIGuardianBeamVHeavyDestroyer51221024240480
AIGuardianTractorVHeavyDestroyer51242048240960
AIGuardianFlakVHeavyDestroyer51221024240480
AIGuardianArtilleryVHeavyDestroyer51221024240480
AIGuardianSpiderVHeavyDestroyer51221024240480
FlagshipVLightCruiser102411024480480
RiotControlStarshipIIILightCruiser102411024144144
AIRaidStarshipIIILightCruiser102411024192192
DreadnoughtIVMediumCruiser1536346083841152
BeamStarshipMediumCruiser15369138243202880
BomberStarshipIVMediumCruiser1536692163842304
SpirecraftSiegeTowerMediumCruiser1536346082472
CoreStarshipMediumCruiser1536692164802880
AISpirecraftShieldBearerMediumCruiser15363460819.257.6
SpirecraftSiegeTowerIIHeavyCruiser20484819264256
SpirecraftImplosionIIHeavyCruiser20484819264256
DreadnoughtVHeavyCruiser2048481924801920
AISpirecraftShieldBearerIIHeavyCruiser2048240964896
SpireStarshipIVHeavyCruiser2048240967681536
AISpirecraftShieldBearerIVMediumBattleship6144424576192768
SpirecraftImplosionIVMediumBattleship61445307203841920
SpirecraftSiegeTowerIVMediumBattleship6144212288384768
AISpirecraftShieldBearerVHeavyBattleship81926491524802880
AIHunterKillerIIIMediumMauler9830419830489108910
Battlegroup actual budget spent: 311680 on 135 ships (for reference that is 17696.78 strength).

(and there are 4 other battlegroups of comparable size in this spawn)

So the first one spent 1249760 exo points and got 52916.84 strength worth of ships, or 4.23% (that number being low is fine, the upcoming comparison shows the actual problem)

But the second one spent 1558400 and got 88483.9 strength (more, actually, but let's go with that) worth of ships 5.68%.

That may not seem like a lot of difference, but that's a roughly 33% increase in total power (if the strength numbers are to be believed, which probably they shouldn't fully be) based on whether the RNG rolls one "shape" instead of the other the other due to the exponentially higher costs at higher tiers.  Of course, with the lower-overall-power option that single battlegroup is guaranteed to stick together against one objective (until it's dead, at least).

And this is comparing two very big battlegroup budgets; 311680 is still huge compared to what most folks will face.  So even the smaller one here is already suffering from a lot of the high-tier "getting a bad deal" effect. 

For reference, the first chase exo in FS spends 2000 points every 60 seconds until the shard reaches your HW.  The second one spends 4500 every 60 seconds.  The third one spends 9000 every 35 seconds.  The "during the first city construction" one spends 50000 every 2 hours until the city hub is complete (effectively means it only spends it once).  311680 is a lot more than those ;)  Hopefully will have some of those more normal logs to look at; can get them together myself eventually at least.
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Offline Cinth

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Re: Current balance of starships in exo waves?
« Reply #104 on: March 31, 2013, 02:37:35 am »
Those Exos (for those who are interested) were low AIP (below 25).

I'm actually waiting on Exo to finish charging in that game so I can run up the AIP and start the FS campaign.

@Keith:  I'll throw up another batch of logs at around 100? AIP.  Should have enough variation there to really get the point across :)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.